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  1. #1
    Player
    Carianta's Avatar
    Join Date
    Oct 2013
    Posts
    13
    Character
    Carianta Shikhu
    World
    Balmung
    Main Class
    Gladiator Lv 50

    Can we talk about the Chocobo Combat System?

    (Breaking up into multi-posts because of post limits)

    First off I'd like to say it's very well implemented and fits in nicely with both the story and the world that was constructed as a whole. The reason I brought up this discussion though is that the "Timer" mechanic seems to bring a poor "quality of life" aspect to what's otherwise a fantastic mechanic.

    Let me explain for the benefit of those who haven't yet experienced this mechanic. Upon summoning your companion using the required consumable (Gyshal Greens, which makes perfect sense), your chocobo will show up as a party member and fight beside you. Gyshal Greens can be purchased from assorted merchants as they're consumed for each individual summoning (eaten).
    (1)

  2. #2
    Player
    Carianta's Avatar
    Join Date
    Oct 2013
    Posts
    13
    Character
    Carianta Shikhu
    World
    Balmung
    Main Class
    Gladiator Lv 50
    While your chocobo is in your party you will gain less XP for each enemy you kill, as some of that experience is going to your chocobo for his own individual level progression (I have no complaints about this at all, it makes sense from both a balance standpoint, and the fact that you've now got someone helping you fight).

    Your chocobo will not follow you into places where he ordinarily wouldn't (capital cities, dungeons, etc.). I understand the logic here as well, we already can't mount in those places and nobody should be losing a spot in the Duty Finder to a chocobo (regardless a player should be more effective at any of the tank/healer/dps roles anyway).

    You also can't mount the chocobo while he's fighting beside you (for obvious reasons).
    (0)

  3. #3
    Player
    Carianta's Avatar
    Join Date
    Oct 2013
    Posts
    13
    Character
    Carianta Shikhu
    World
    Balmung
    Main Class
    Gladiator Lv 50
    The only thing that's aggravating about this mechanic is the fact the chocobo lives on a timer, it starts at 30 minutes, and with each progressive increase in the chocobo's rank/level it decreases by 90 seconds (a minute and a half). Can I inquire as to what the thought process behind this part of the mechanic was? If it's a light gold sink (to keep us buying the Gyshal Greens), most of us already run in and out of cities and dungeons often enough that if the consumable was kept without the timer, we'd still be buying a fair amount of them.

    It just seems kind of strange that as your companion becomes more competent it's basically becoming less inclined to help you. Plus the obvious gameplay concerns (why would I want my chocobo to tank while I level a healer or something if I need to be concerned he's just going to up and abandon me mid-combat and dump all that threat he was generating back onto me anyway).
    (0)

  4. #4
    Player
    Carianta's Avatar
    Join Date
    Oct 2013
    Posts
    13
    Character
    Carianta Shikhu
    World
    Balmung
    Main Class
    Gladiator Lv 50
    This just strikes me as a mechanic that's annoying simply for the sake of being annoying, if I'm mistaken please correct me as I'm not attempting to incite a flame war or anything. This just seems like the kind of player penalty that the design team was trying to get away from (like when they removed arrows as a consumable requirement for archers).

    If a consumable mechanic must be left in place, what about something similar to the old vanilla hunter pet mechanic from WoW (you needed to feed the pet every half hour or so to keep it "happy" and performing its best, or if it died). It's just annoying to have the chocobo abandon you because of a timer mechanic, and really confusing that the timer would get SHORTER as you invest more and more time in your companion.
    (0)

  5. #5
    Player
    Carianta's Avatar
    Join Date
    Oct 2013
    Posts
    13
    Character
    Carianta Shikhu
    World
    Balmung
    Main Class
    Gladiator Lv 50
    It'd be nice to be able to summon and dismiss the chocobo at a whim, for the purposes of mounting to and from quest targets and hubs without needing to worry about running out of a consumable to do so. The same holds for having him hold threat or perform any other of his roles without needing to worry about him leaving mid-combat. I don't know, maybe I'm alone in this but I really wish the timer would go away altogether. I'm ok with the consumable if that needs to stay, but that timer mechanic really sours me on what's otherwise an extremely enjoyable aspect of the game and our characters as a whole!
    (0)

  6. #6
    Player
    Little_Ifrit's Avatar
    Join Date
    Sep 2013
    Posts
    192
    Character
    Ifrit Tamer
    World
    Cerberus
    Main Class
    Lancer Lv 50
    I didn't realise the timer decreased with each level.
    But then I only got him today!
    (0)

  7. #7
    Player
    Professor_JoJo's Avatar
    Join Date
    Oct 2013
    Location
    Florida
    Posts
    30
    Character
    Professor Jojo
    World
    Balmung
    Main Class
    Conjurer Lv 50
    It does seem rather strange but on the other hand it provides a neutral ground so that people don't beef up the chocobo and then use him to exploit bosses and fates because that would completely break the game. Its like having a whole new team of dps, something that powerful should be controlled and tuned down.
    (0)
    I heal to prevent the death of many that you would cause healing.

  8. #8
    Player
    Kirosuu's Avatar
    Join Date
    Oct 2013
    Posts
    200
    Character
    Agrias Kirosuu
    World
    Tonberry
    Main Class
    Lancer Lv 50
    I train my chocobo to rank 5 (wohooooo)
    as for timer,removing it i think is bad bec if remove someone can auto leveling chocobo
    rather than remove,i suggest for auto consume gyshal green
    also i hope at housing player can plant their own gyshal green and train chocobo there

    although i actually dont have any problem with timer
    why?many people say chocobo is weak and not worth to train
    its actually wrong,chocobo is strong,high defence while moderate/abit low on attack or healing
    i for once very grateful when my chocobo reach rank 4 ( i put all sp on heal tree),chocobo regen i must agree its nearly useless,BUT chococure is help alot as dps/tank
    when rank 5 i make hybrid chocobo to get attacking skill from tank and attacker tree.

    then again,what to expect.that is chocobo companion and not player (which many people expect chocobo strong as player)
    (0)

  9. #9
    Player
    Teleniel's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    217
    Character
    Tele Nariel
    World
    Goblin
    Main Class
    Arcanist Lv 60
    I love my chocobo, I wish it wasn't on a timer, but really... I don't feel like I'm missing out on time that often. I wish if we dismissed chocobo however it would "save" the remaining time and add that on to the next time we summon it.

    Also I'm with Kirosuu Healer/Attacker Chocobo all the way.
    Choco-Regen isn't huge but it helps especially at very low levels.
    Choco-Cure allows you to do SO much as a Tank/DPS
    Cocobo attacks are nothing to scoff at either, they're on par with non-combo attacks for the most part but that is an extra 40-70% dmg (guessing) in a fight depending on your class

    My Lv10 Chocobo will be 6 Healer / 7 Attacker / 3 Tank, bonus HP, bonus Acc/Crit, Basic attack & random stun... Choco Cure & Regen, sounds like a great deal to me!
    (0)

  10. #10
    Player
    fearfactoryman's Avatar
    Join Date
    Sep 2013
    Location
    Ul'Dah
    Posts
    41
    Character
    Cyprus Silvermoon
    World
    Coeurl
    Main Class
    Gladiator Lv 50
    I am annoyed that I can't mount up my already summoned chocobo to ride. I understand not being able to when in battle as you can't use any other mounts, but when not in battle & running from FATE to FATE, I hate having to use sprint or lose a green. Mounted soldiers are able to jump back on their horses to get to their next destination, why wouldn't the mechanic work this way as well? Makes no sense...
    (1)